uniform mat4 mvp; uniform mat3 m3a; uniform mat3 m3b; uniform mat3 m3c; uniform vec4 v3a; uniform vec4 v3b; uniform vec4 v3c; void main () { gl_Position = (mvp * gl_Vertex); vec4 tmpvar_1; tmpvar_1.w = 1.0; tmpvar_1.xyz = (((m3a * (gl_Vertex.xyz - v3a.xyz) ) + (m3b * (gl_Vertex.xyz - (mvp * v3b).xyz) )) + (m3c * (gl_Vertex.xyz - v3c.xyz))); gl_FrontColor = tmpvar_1; } // stats: 11 alu 0 tex 0 flow // inputs: 1 // #0: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 7 (total size: 0) // #0: mvp (high float) 4x4 [-1] // #1: m3a (high float) 3x3 [-1] // #2: m3b (high float) 3x3 [-1] // #3: m3c (high float) 3x3 [-1] // #4: v3a (high float) 4x1 [-1] // #5: v3b (high float) 4x1 [-1] // #6: v3c (high float) 4x1 [-1]